Re: [Algorithms] Kinematic Collision
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From: metanet s. <met...@ya...> - 2009-09-10 18:04:32
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> Game development isn't about solving the general case; > it's > about ensuring the special (failure) cases don't > happen. It > is about the smoke and mirrors, the bang for buck. It's not really that general a case, all you need is to include a built-in level editor or and/or significant dynamic geometry and any sort of author-time restriction-based approach (such as the proposed "input geometry must be nice for character controllers to work") becomes unacceptable. To segue back to talking about physics-based character controllers: we're using a rigid body with kinematic constraints driving orientation, and we're driving the movement through the world via constraints (motorized velocity constraints between the player's center-of-mass and nearby points on the environment). This works great so far, but it's also a very sim-centric type of movement -- like Gish rather than Mario. One of the bigger unsolved problems for our controller is: how do you determine a consistent "down"/ground direction? In most games this is simplified by following the convention that only upward-facing surfaces can be walked on; if instead you want to allow smooth movement along any surface (walls, ceilings, ragdolls) this gets a lot harder because you can't use (0,1) as the a priori "down" direction -- all directions have to be considered equally valid. If there are only one or two closest/contact points this is relatively easy, but when e.g the player is surrounded by a pile of small objects.. things get messy. Raigan --- On Wed, 9/9/09, chr...@pl... <chr...@pl...> wrote: > From: chr...@pl... <chr...@pl...> > Subject: Re: [Algorithms] Kinematic Collision > To: "Game Development Algorithms" <gda...@li...> > Received: Wednesday, September 9, 2009, 3:02 PM > > Raigan wrote: > > In a more dynamic world, where there are lots of > physics-based > > objects and/or destructible shapes, it's not so > trivial (maybe > > impossible) to guarantee that the scene is nicely > behaved with no > > tiny channels or other problematic geometry. > Especially if you're > > trying to allow characters to move on/across such > dynamic shapes, > > rather than simply treating them as untraversable > obstacles. > > Game development isn't about solving the general case; > it's > about ensuring the special (failure) cases don't > happen. It > is about the smoke and mirrors, the bang for buck. > > > Christer Ericson, Director of Tools and Technology > Sony Computer Entertainment, Santa Monica > > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal > Reports 2008 30-Day > trial. Simplify your report design, integration and > deployment - and focus on > what you do best, core application coding. Discover what's > new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > __________________________________________________________________ Be smarter than spam. See how smart SpamGuard is at giving junk email the boot with the All-new Yahoo! Mail. Click on Options in Mail and switch to New Mail today or register for free at http://mail.yahoo.ca |